/robowaifu/ - DIY Robot Wives

Advancing robotics to a point where anime catgrill meidos in tiny miniskirts are a reality.

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Still trying to get done with some IRL work, but should be able to update some stuff soon.

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Welcome to /robowaifu/, the exotic AI tavern where intrepid adventurers gather to swap loot & old war stories...


Black Magic M66 3D Modelling Project & Battledroid Robowaifus SophieDev 07/27/2021 (Tue) 14:03:16 No.11776
Decided it may be best to place my 3D digital modelling efforts in a separate thread to my work on 'Elfdroid Sophie'. I think this thread will still belong under "Personal Projects". At the moment the 3D modelling begins over on her thread: >>11644 >>11657 I'm using some source material from Masamune Shirow's 1987 OVA "Black Magic - M66" (which itself was based off his 1983 manga). However, as a child of the late eighties/early nineties, I loved 'Transformers', and I was also a big fan of the 'Heavy Gear' series (similar to MechWarrior), and Armored Core. So I often get the urge to create battle-ready robowaifus, but I can only create them virtually. Because obviously I cannot get hold of machine-guns, explosives, tank cannons, and rocket launchers IRL. Good thing, too, since if I were given access to live ammunition I would almost certainly blow myself into a flying streamer of giblets. But I digress. This thread may also be a good place for any equally deranged anons who wish to post images of military-grade robowaifus, either found online or their own creations?
>>12113 Very neat Anon, congratulations! She's getting along nicely. >t/y y/w Are you planning to rig and animate her Anon? One of the nice things about hard-surface modelling is that weight-painting is really straight forward for most of the surfaces, so there's that. Regardless, you deserve credit for finding your motivation spark. Keep it up! :^)
>>12116 Yes I am planning on rigging her so she is a playable character in Unreal Engine. Though Blender’s action editor is a huge PITA and I have no idea how to get the stash/ push down functions to work properly for more than 1 animation per model. Could not find a good tutorial on it.
>>12127 Please share it here (or a 3D CGI General should we get one) if you figure it out Anon! TIA.
>>11945 Have any others like this Anon, please thank you. :^)
>>12128 I thought we had a 3dcg? Will probably do more details tomorrow and go about fixing the hair bun.
>>12127 I'd also like a tutorial on this. I still have a hard time grasping how it works. Most of my confusion was cleared realizing I need to have both the action editor and non-linear animation editor open at the same time. Pushing down puts the active action in the NLA editor as a strip on a track, which acts like a layer in an image editor. Each track modifies the modified track below it. Each strip is a bit of animation data on that track that references an action's keyframes and blends/extrapolates them. The active action being edited always sits on top of all the tracks. Pressing N opens the context panel sidebar of the NLA editor which is important to have open, particularly the Strip tab where you can set the blending, extrapolation and playback scale of strips. Selecting a strip and pressing Tab in the NLA editor will enter tweak mode for its action, which will make it the active action being edited. To get multiple animations, exporting as GLTF or FBX format will export each NLA track as an individual animation you can use in Godot and I imagine other game engines as well. I couldn't figure out the Godot exporter for animations. Each animation mode with it just merged them all together into one clusterfuck. I'm still not really sure how it all works but I think the NLA editor is just to help you blend and utilize existing actions to help create new tracks which get exported as individual animations, at least with GLTF and FBX, that can be blended together later in the engine if desired.
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Unguided mini rockets with an assortment of warheads: High Explosive High Explosive Armor Piercing Incendiary Bubble mix Celebratory Confetti Plan to make them shoulder-mounted so she can carry upto 16 rockets if need be.
>>12139 That's going to be fun Anon. Cool-looking designs, BTW.
>>12132 Neat. It sounds like you're pretty much got it all sorted Anon. Look forward to trying your approach before long!
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Well I added more details today and made a rough draft of the hair bun. A surprising lack of tutorials on those. Guess its because the same principles of straight hair and braids apply. Have not done the eyelashes yet because "Extrude along normals" does not appear in my context menu at all, not even the keybinds will work and I do have loop and meshtools enabled and also have to fix the hair.
>>12155 Very cool anon! I especially like the detail on her lower back. I still don't know how to make hair yet. Something I have to work on.
>>12155 Allie a cute. >"Extrude along normals" Maybe this is it Anon? Seems like it's alt+e keys, but I can't check it myself. https://docs.blender.org/manual/en/latest/modeling/meshes/editing/face/extrude_faces_normal.html?highlight=extrude%20along%20normals
>>12129 >more drawing tutorials I would post it in the human design/sculpting thread. Me: >>4756 >>12186
>>12185 I think I figured it out anon,Its also called "extrude region" and I took another look at the techniques I was using. Thank you for the help I appreciate it. Also realized how complicated this might be to rig. not the humanoid parts, but the pivoting joints of the shoulder, elbow, hips, and knees. Will still get to it. But upon reflection it pretty much is the same principles of rigging a FPS weapon. Might have to look at how the Persona Devs rigged Labrys and Aigis for Persona 3 Dancing since Allie is a predecessor unit to Labrys and has most of the same parts.
>>12191 Well I took a look at the Labrys model from P3D. Apparently I made Allie correctly since Labrys has multiple objects in the same way and just uses a standard character rig. Was odd that the fingers are a separate object from the hands and the obvious professional texturing where most of the detail was just drawn on. Will have to make some adjustments to Allie based on what I learned.
>>12191 >>12192 Godspeed Anon, sounds exciting!
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>>12212 Oh wow, those are looking ebin SophieDev. Very scary now!
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>>12212 Neat arms, How do they connect to her torso? Magnets? >>12195 I made the eyelashes and a basic rig today. Did not parent it yet since I attempted to add IK for it starting with the legs and its a mess of conflicting info starting with most sources. Looked further into how the P3D Devs made labrys and the hair had no subsurface modifier and was all merged into one object. Did they use a triangulate and decimate modifiers to make it lower poly? I'm not expert on hand drawn textures and will probably wind up re-doing the hair from a backup save I have and appending it to this version to get rid of the small gaps here.
>>12224 >Did not parent it yet since I attempted to add IK for it starting with the legs and its a mess of conflicting info starting with most sources. If you're going for a full-body rig for Allie, then I would suggest starting the IK/FK chain with a single, unattached joint named Root that's located at the lower pelvis. All the other skeleton chains (spine, hips, ...) have this joint as their ultimate parent. Note: You do not paint any weights for this joint Anon. Having the master root joint makes it simple & straightforward to move the entire rigged model around at once, to properly place it in your scenes. Sorry, I can't answer any of the studio questions you're curious about Anon. Good luck! You're doing well.
>>12213 >Very scary now LOL I am glad. M66 needs to be somewhat scary. What better robowaifu to thrive during the creeping societal collapse of globohomo hellworld? (Being virtual she's also MUCH easier and cheaper for me to work on). >>12224 >How do they connect to her torso? Magnets? In the anime OVA M66 appears to use pneumatic artificial muscles connected to an articulated metal endoskeleton (from what little I could see between her joints). Although, obviously she's not going to be a real-life robot so there's plenty of artistic license being used. It's gonna be interesting trying to texture, rig and animate her. She's proving to be a fascinating training model. Currently re-doing several parts of her mesh that I messed up when I first started. I can also see that the palms of her hands need more work. They shouldn't be as blocky as they are in that render. Model, pull back and review, then change and (hopefully) improve! Similar to the design, build, test, redesign iterative cycle.
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>>12234 Well I decided to try and lower the polycount on Allie. No Idea how the hell Its up to 2 million polys mostly coming from the limbs without a subsurf modifier. The Entirety of the torso and head was less than 10k polys when I made it two weeks ago. Though I started the arms a few months ago when I was still roughly green and learned many better techniques since then. Also am trying another design for practice. have not added the robotic parts yet as it took me a few hours to make the basemesh here so far. I improved on the mouth and collarbone area and no longer does Allie look like she has a CD Drive for a mouth anymore thanks to my practice here.
>>12354 Not him, but she's going to look really cool once you finish Anon. Those eyes are pretty neat tbh.
>>12357 Thank you anon! I have most of the parts ready for her, just need to finish the basemesh and append them into the scene. Felt the eyes were kinda scary tbh after I added an emission to them. Will go over and mix it with an actual hand drawn image texture later for more detail like I did with Allie. Its just a generated texture for now. >not him wdym?
>>12358 Y/w. One thing I'd recommend is using a placard with reference images in the background during modelling Allie, Anon. This is really, really helpful to getting ratio and proportions correct. Just a suggestion. Materials and texturing are like the cherry on top IMO. The foundation is all within the modelling itself. Anyway, I'm sure you'll craft Allie into something very interesting Anon. >>12368 LOL. Art hater?
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Lots of fixes and changes made but long story short, I've replaced her thorax completely so it's closer to the original M66 and fitted her attenae and a load of armor plates. She now almost has two "layers" - an internal and external. I still kept a backup copy of her original large thorax though in case she ever needs to store more stuff...*chest compartment opens* "Medikit available!") M66 was probably not a good choice for a beginner like me due to her complexity and the fact that her design changes between different reference images. In some of Masamune Shirow's original sketches and animation cells the scale and position of M66's armor plates and other components often change subtly (sometimes in ways that would completely obstruct a real robot joint). But then, he was producing hundreds of keyframes so this is only to be expected.
>>12393 She's looking really good, SophieDev. Coming right along. I'd say you have real talent and probably can become a pro at this if you wanted to and really set your mind to it. When do you think she'll be ready for your next steps? >M66 was probably not a good choice for a beginner like me due to her complexity It was indeed a bold and obviously a good choice Anon. You're clearly good frontiersman stock. >and the fact that her design changes between different reference images Heheh. Welcome to the real world of character arts in media! Staying on-model is a lot harder for the 2D guys ofc, so you've got it easier actually. :^) Looking forward to M66 assault gynoid robowaifu 's further growth!
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>>12395 Thanks anon, I appreciate your encouragement. Final Fantasy has made me realise that there is no limit to what one can 3D model. From the humble barrels, boxes, lumber and logs to gigantic monsters, alien worlds and different dimensions. I will need to practice making lots of other things, but when imagination is your canvas and you see it as a hobby (and an escape from shitworld), it's easy to keep practicing. As for M66, I have to finish her armor, organise the part-tree properly and then start adding color and detail textures. Might also mess about with some of those emission things that >>12358 anon mentions for her laser eye. Will have to see how it looks.
>>12354 This version of Allie is fucking terrifying (glowy red eyes in the darkness). She could potentially be Slenderman's robowaifu? Give her some long claws and she'd make an excellent ambush/close combat battledroid.
>>12411 >I will need to practice making lots of other things, but when imagination is your canvas and you see it as a hobby (and an escape from shitworld), it's easy to keep practicing. Well, I may say you are already progressing well. Indeed it seems that a number of anons across the board seem to be releasing their creative spark lately. That's gratifying, and it's something I strongly encourage. Not only does it benefit each anon personally, but it also positions us as robowaifuists much better to devise original and innovative design and engineering. Please keep it up, Anons.
>>12113 Hope your No.24 gets built. She has such a cool design in Persona. The circle feet are a great idea for stability. >>12393 You're making excellent progress SophieDev! If you're going to build her IRL, don't forget to add more space for the joints. I've learned through trial and many errors that designs need to incorporate generous clearance.
>>12426 Well I had done more practice on that design I shared a WIP of earlier over the last 2 weeks. Damn time flies. But she looks more human and less robot so was debating whether to post an update. Have not touched allie up since there must be a part of the techniques I am missing to lower the polycounts. Still haven't gotten around to rigging since blender has been extremely frustrating not only automatically rigging the spine bones to L or R, but also folding in on itself so no matter how I turn it. I can get it to look right, but its often 90 degrees the wrong direction and still labels the spine/center bones L or R and being a major PITA and wont even move the mesh after I've parented the bones. So I instead learned more techniques and added much more detail and some custom textures in a design a bit more advanced than with allie.
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Here's a quick tip for body panels. Use an edge split modifier with sharp edges ticked. Solidify for some thickness. Then use a subdivision modifier so you can get nice rounded body panels. It's really quick and hassle free, non-destructive too. That's assuming your topology isn't fugged.
>>12500 Very cool. Thanks for the good advice Anon. Nice-looking model BTW. Hard-surface is best! :^)
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Making those slices in her face in a technically correct manner, without it looking completely derp was harder than I thought. The normals kept on doing wierd shit and projecting ugly shadows all over the place. ​ I eventually fixed this though, first by flipping some normals, then by selecting them in Edit mode and doing > Mesh menu > Normals > Average > Corner Angle I checked in overlay mode that all of the mesh faces were facing the correct direction. Next I have to get her uv seams setup, unwrapped and start doing some texture painting of details. >>12500 That is an awesome robowaifu/battledroid anon! Very useful advice too. Will have to try it out, thank you!
>>12500 >Here's a quick tip for body panels. Thanks, that's good to know. Maybe this also works for muscles.
Would it be worth it to show my Progress on my new Allie design? I have her textured and everything with some renders. just not rigged with IK.
>>12626 Yes of course it would Anon. Please do.l
>>12626 Yes, please do Anon.
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>>12628 Allieanon again, Are cyborgs off topic? Only reason I havent posted renders is because I thought it was OT. read the meta thread and saw that cyborgs were Ok. The only challenge I have left is sculpting a hilt ornament for one of her accessories. Im no master sculptor. Also asking for a solution on how to fix the rigging issue in blender where instead of the skeleton symmetrizing Left to right after every bone is labelled except the center bones, it symmetrizes from the feet downwards.... Google did not help for me on this one.
>>13081 Cool design, I don't know much about blender but, maybe you're clicking on the wrong axis? Usually I model with the x axis being the point of symmetry.
>>13081 We don't really build cyborgs (yet) and this thread was about M66. Is it about how to model bodies?
>>13081 >Also asking for a solution on how to fix the rigging issue in blender where instead of the skeleton symmetrizing Left to right after every bone is labelled except the center bones, it symmetrizes from the feet downwards.... My guess just offhand is you need to go into the property settings for your mirror modifier and change the orientation for it?
Have uploaded everything I've done so far on M-66 to the file repository for Elfdroid Sophie which can be found here: >>9216 It's the file 'M66_f11.blend'. Feel free to do with her as you will. Even though I really enjoy 3D digital modelling, I have had to put this on the back burner, because it just takes so much time. I need money if I am to get any kind of waifu (I doubt the Tesla robot will be cheap if it gets released). So I gotta spend my time on job-related training.
>>13095 >Have uploaded everything I've done so far Thanks. >because it just takes so much time That's what I've feared. >job-related training Okay, sounds wise.
>>13095 Thanks for sharing SophieDev! Your work is sehr gut!
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>>13095 Sounds like a good idea and good luck with your training! Thank you being an inspiration to do better with my own models and other Robowaifu engineers. >>13088 I wound up duplicating the armature and mirroring it over the correct global axis I needed. Then since blender can be incredibly stupid at times, had to re-label the bones again back from "bone.R.001" to "Bone.L" when parenting/connecting the Left arm and leg to the skeleton and deleting the duplicate center bones.
>>13096 >>because it just takes so much time That's what I've feared. Dont be discouraged anon, you get faster as you go along and learn new and better techniques over time.
>>13095 Thank you kindly SophieDev, good luck with your studies. >>13099 Hello there AllieDev. Nice armature work by the looks of it.

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